My point was more that SE should look at existing jobs and decide which of them should be able to fill the role of tank. Up until Abyssea came out, the playerbase was entirely locked in the PLD vs NIN thing. I mean if you want I'll put a roster together: WAR, PLD, BST, SAM.

Now, here's where someone will cry about homogenization, but I can think of no other way for it to work: PLD having a native enmity boost to everything they do. WAR's Defender would grant a similar bonus when the main job is set to WAR BST could have an enmity bonus but only assigned to crabs and some other high defense jug pets SAM is where it would get tricky, because if you leave SAM's damage potential intact and give them greater enmity generation, you're already making them a better tank than any of the other jobs. If you add something that lowers its damage and ups enmity generation (it'd have to be a third stance aside form Hasso and Seigan), someone would cry about the damage nerf. (Honorary mention) DNC could get a buff that increases enmity generated that needs to be kept up through the use of a certain finishing move.

SE has pretty much stayed away from the two most common approaches to tank design. Tanks have spammable abilities that generate lots of aggro or have native aggro bonuses to everything they do. SE went with neither and we've been the poorer for it.